Character

Items Vault 1.5.0

"Save" Talent/Stat Points 1.4.0

A tweak to the Minimalist UI, allowing you to right-click on the level-up marker to mark your current unspent points as "saved". Saved points use distinct level-up indicators, allowing you to easily visually distinguish between points you want to spend now and points you want to spend later.

Installation:
For Steam users: subscribe to this mod
From site: Download the '%mod_name%.teaa' file and copy them to Game Addon directory: C:\Program Files\Steam\steamapps\common\TalesMajEyal\game\addons
Check (or set) Auto: Active status on this mod in 'Addons' tab on start screen

Remove:
For Steam users: If you would like to remove this mod, you'll have to unsubscribe it's first from Steam and then delete the file named '%mod_name%.teaa' from C:\Program Files\Steam\steamapps\common\TalesMajEyal\game\addons
From site: Delete the file named '%mod_name%.teaa' from C:\Program Files\Steam\steamapps\common\TalesMajEyal\game\addons

or make it easy in game:
On start screen: Open 'Addons' tab and select "Manual:Disabled" in %mod_name%
That's all.

Ashes of Urh'Rok 1.5.0

Official Expansion!

Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?

Start with a new class, the Doombringer! These avatars of demonic destruction charge into battle with massive two-handed weapons, cutting swaths of firey devastation through hordes of opponents. Armed with flame magic and demonic strength, they delight in fighting against overwhelming odds, softening up the crowd with waves of fire, then feeding on the flames and suffering of their surroundings to stay alive while quickly reducing any group to a pile of ash and gore.

Unlock a new class, the Demonologist, with an all-new item enhancement mechanic! Bearing a shield and the magic of the Spellblaze itself, these melee-fighting casters can grow demonic seeds from their fallen enemies. Imbue these seeds onto your items to gain a wide array of new talents and passive benefits, and summon the demons within them to fight on your side! Ever looked at a gigantic demon-cursed minotaur and wished it was on your side for once? Well, now you CAN summon one to pound your foes into paste while you cast devastating spells from afar, or call forth a squad of Fire Imps to pelt your enemies to death while they exhaust themselves on your impenetrable defenses! Demons have persistent health, making them a little more precious than disposable necromancer skeletons or summoner beasts, but can be revived from death nonetheless.

Two new zones, with all-new art, foes, and bosses! You've seen the plains of the Fearscape before, now see the lairs and headquarters of the demons themselves!

Over 10,000 words of written lore to find! The demons were once an enlightened, peaceful race, hailing from a distant planet known as Mal'Rok; learn what drove them to plot Eyal's eternal torture! Discover monuments to each of the demonic species and noteworthy individuals, showing the place of honor each has among them! Get a glimpse into the culture and daily lives of these sadistic invaders and their brainwashed thralls!

Unlock a new race, Doomelves: Shalore who've taken to the demonic alterations especially well, corrupting their typical abilities into a darker form. Blink away to safety, transform into a shadowy dúathedlen to hide in the shadows or prey on your foes with blasts of darkness, use your new resilience to soak up status effects and critical hits, and assault your enemies' minds to leave them unsteady in combat!

Between the aforementioned classes and Doomelves, a whopping 75 new talents!

20 new artifacts, with unique and interesting effects. Collect the Obsidian Treasures to amass more and more power! Slip your hands into the Will of Ul'Gruth and watch your sweeping blows smash down walls! Wear a giant hideous hell-mouth as a fashionable belt!

7 new achievements! Conquer the worst Urh'Rok's forces can throw at you, and hang their metaphorical skulls from your profile page!

Logical Alchemists 1.5.10

Makes alchemists focus on creating elixirs that you are not currently helping them with.
In the base game, when you hand in ingredients to an alchemist, another alchemist completes one of his remaining elixirs at random.
What this addon does is remove the elixir that you are already helping them with from the possible elixirs to be chosen unless it is their last elixir.

Inventory Sort Order 1.3.0

Talent Point Planner 1.5.0

The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog.

Embers of Rage 1.5.0

Official Expansion!

One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes.

Features:

Explore a whole new campaign from level 1 to 50, one year after the events of the original Tales of Maj'Eyal campaign. Liberate the Orcs (or die trying) by rising up against the Sunwall, the Steam Giants of Atmos, and other dangers that may lie in wait...

Play as one of three new races: the battle-hardened Orcs, the brutal Yetis, and the unstoppable Whitehooves. Discover their stories, their pains, their hopes... and their awesome racial powers!

Risk your life in over 20 unique zones! Explore the ruins of a lost city, lay siege to the Sunwall forces at the Gates of Morning, and raid the Steam Giants' mining quarry - each has its own unique foes and hazards, leading each to feel and play different from the others.

Play as one of the three new tinker classes: Gunslingers, Sawbutchers, and Psyshots! Crush and rend your foes with heavy metal, electrocute and immolate them with your gadgets, charge across the battlefield or nimbly strafe in style - each plays differently, and none provide any shortage of ways to slay your foes.

Master steam technology to build powerful tinkers to augment your equipment. Need to close in a bit quicker? Turn your boots into rocket boots! Having a hard time deciding whether to shoot someone or stab them? Build a Hand Cannon into your gloves, or deploy a Weapon Automaton to do the stabbing for you! If you have a problem, steamtech has a solution, usually involving explosions; with over 80 different powerful contraptions to craft, enjoy unparalleled versatility and trying something different with every playthrough.

Master the tactical uses of over 140 talents! Fire bouncing trick-shots and psychic-infused shots, use your steamsaws as shields or wheels, terrify your foes with long mechanical arms - there are no "boring" talents here, everything has its own special applications and properties!

Use advanced technology in the world of Eyal! Burrow through sand, plant bombs to destroy tunnels, and discover that you aren't alone in using it...

Infusions and runes are for puny humans; implant new medical injectors to pump an array of experimental chemicals into your body! Injectors can use any (infinitely reusable) salve in your inventory as long as they're off their cooldown, giving you versatility you've wished you could get with a couple of inscriptions.

Loot over 70 new and powerful artifacts. Pump lead into foes with big guns, quick guns, and explosive guns! Shred them with saws that maim, saws that thirst for blood, and saws that aren't really saws! Violate common sense by strapping a rocket to your back and calling it a jetpack!

Enjoy dying in horrible and exotic ways at the hands (or claws, jaws, guns...) of over 140 new creatures! Not mere piles of stats and chain-stuns, these foes will provide unique challenges - suffer the Sunwall's newest cosmic spells, the new breeds of ritches that infest and multiply, the Steam Giants' elaborate defense systems, and find new strategies to adapt to each!

Earn a trunkload of achievements! Have your accomplishments recognized for liberating the Orcish people, displaying exceptional mercy or cruelty, or showing your prowess with impressive feats! Give a boss a fate worse than death, show Sunwall forces how frustrating it is to fight a Radiant Horror as a paladin, come out on top against impossible odds, display a suicidal lack of situational awareness, and wear a badge of pride or shame for each!

Read roughly 27,000 words of new lore to immerse yourself in the world! Learn how things have changed since the Scourge's campaign, feel hatred and/or pity for your foes, uncover grand schemes and sinister plots, and notice the elaborate connections between Var'Eyal's numerous factions. Every zone has a story behind it, and every story ties into a bigger picture; enjoy a tale of horror and humor, of intrigue and glory, of despair and hope.

Earn the right to use the classic (and Ashes of Urh'Rok) classes in Embers of Rage, and the new tinker classes in Maj'Eyal! Play a Brawler in the East to fulfill your life-long dream of suplexing an entire nation of giants, or play a Sawbutcher in Maj'Eyal to shred through Dreadfell in a whirlwind of sawblades and steam!

Improved Auto-explore and Rest 1.5.5

Quality of Life improvements for resting and auto-exploring.

v3.3.9 *** FOR ToME v1.5.5 ***
This is a fork (with permission) of Marson's auto-explore and rest tweaks. It includes as well C.Lowe/CaptainTrip's improvements as well. It does not include, but recommends also using Johnny0's Faster RRE add-on for even better rest and auto-explore experience. This add-on contains numerous Quality of Life improvements designed to make resting and auto-exploring easier to use, brings the add-on overall up to being compatible with 1.5.x, and generally seeks to remove it being more optimal to do timed rests or manual recovery (particularly to help higher difficulty level and players without Faster RRE).

It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them.

Latest Features:
• Some fixes for posessor, thanks to St_ranger_er's investigative work. Believe that finishes off the infinite loops.
• Fix for paradox during possessing enemies with high natural recovery. Hope this one just gets rolled in since its an awkward place for a fix.

Existing Features:
• Support for resting as posessor in form, which can't restore hp so shouldn't try and use infusions or wait for full hp.
• Fix throwing knives interaction. Didn't wait properly for them to recover if you had them.
• Commented out special Run hook. It seemed reasonably broken on a few fronts and predated me fiddling with the mod in the first place. It looks like it was overidden in order to fix a bug that I suspect got fixed in the game sometime in the last two ToME major version numbers.
• Add support for steam implants, with usual checkboxes. This may not always be faster based on steam sustains that may disable after the initial round of rest and steam implants having very long cooldowns (30+ turns) and steam's resource max being pretty small. It tries to be conservative on that, so will most likely help for cases where your functional steam regen rate is < 2.00 and never activate for things much above it. I found I was often getting 5-20 steam per turn, which makes the implant support useless.
• Add support for medical healing salve injectors. Cooldown measurements are a bit odd here, since they can range from 5-20 depending on injector. Went with 10 as a happy medium for how many turns of natural regen is considered to be equal to the cooldown cost of using it.
• Add null check. Two of them now. Fix breaking on non-DLC Maj'eyal. And another one~. Sorry folks not with the latest coolness, totally my bad.
• Handle a collision with Act and Ember's DLC steam sustain check.
• Fix an Embers bug (Wouldn't wait for steam properly)
• Adding support to auto-stealth if available and not stealthed.
• Fix ANOTHER 1.4.x bug with saving settings changes. That should hopefully be the last one for now.
• Updated to work with 1.4.x ToME. My that was troublesome. Enormously so. Sorry for the wait, but this literally took days to get not buggy.
• Added option for ignoring small damage when moving (and support for it).
• Made ignoring small damage while resting optional.
• Fix for conflict with fasterRRE. Old one in fact.
• Fix for rest not completely restoring everything before stopping. It should now not stop when there is still stuff to recover. This primarily affected cool-down waits for powers and items.
• Options added to control whether or not to use inscriptions to accelerate recovery of things.
• Uses a sanity check for whether Damage over Time should interrupt resting, using if it is doing 5% or less health damage and the character is over 50% health, it will ignore the damage for purposes of stopping rest.
• When resting, it will check for infusions and runes that could be used to accelerate HP, Mana, or Equilibrium (via Ancestral Life or Meditation) recovery. If the acceleration appears significant, it will use them, rotating from first available infusion or rune outward. In experiment, I found this often reduced rest turn time by 50-80 percent, improving the more drained the resource was. Particularly helpful for Mana, as it avoids trade-off advantages of short term resting (for increased mana regen) + rune use by just handling that more optimal play for you automatically without breaking rest.
• Fixes a ToME bug that can cause autoexplore or running to move only a single square and hang if used immediately after killing an enemy.
• Lore discovery will only stop autoexplore if it triggers a popup.
• Autoexplore will ignore Exploratory/Infinite Farportal return portals until the entire level has been explored.
• Ignores special terrain features such as Font of Healing after they are first discovered.
• Ignores open chests and alt Maze floor cracks.
• Rest and AE ask for confirmation if you have an escort in your party.
• Ignore already activated pedestals.
• Checks for and waits on any rechargeable items.
• Checks for and reloads any ammo in offhand quiver.
• Waits for cooldowns of talents set to auto-use.
• Waits for depleted air to replenish.
• Combines all checks into a single instance of rest, rather than having cooldowns etc. require a second resting phase.

Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'.

Available modes:
• 'Always Viligant' always stops running when a hostile creature is seen via telepathy.
• 'First Sighting' stops running when a hostile creature is sighted via telepathy for the first time. The creature will then be ignored by auto-explore until spotted by actual sight, which will trigger a halt as normal.
• 'Reset on Rest' is the same as First Sighting, but resting will forget all creatures spotted via telepathy so that they will trigger a stop again.
• 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring.

• Compatible with ToME v1.4.4 (likely also still backwards compatible with 1.3)

Notes:
• Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments.
• 'First Sighting' and 'Reset on Rest' modes are intended to keep auto-explore a fast process. If you spot an enemy you wouldn't mind bumping into around a corner, you can just hit auto-explore again and that enemy will be ignored until seen by normal sight. 'Reset on Rest' can be handy if you spot a type of enemy you want to be cautious around or a packed room. You can move away, rest, then explore the rest of the level without worrying about running into the middle of that room.

Forbidden Cults 1.5.9

Official Expansion!

Not all adventurers seek fortune, not all that defend the world have good deeds in mind.
Lately the number of sightings of horrors have grown tremendously. People wander off the beaten paths only to be found years later, horribly mutated and partly insane, if they are found at all. It is becoming evident something is stirring deep below Maj'Eyal.
That something is you.

Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!

Forbidden Cults makes two new classes available to play:

Writhing One: Give in to the corrupting forces and turn yourself gradually into an horror, summon horrors to do your bidding, shed your skin and melt your face to assault your foes. With your arm already turned into a tentacle, what creature can stop you?

Cultist of Entropy: Using its insanity and control of entropic forces to unravel the normal laws of physic this caster class can turn healing into attacks and call upon the forces of the void to reduce its foes to dust.

Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.

Forbidden Cults makes two new races available to play:

Drem: A corrupt subrace of dwarves, that somehow managed to keep a shred of sanity to not fully devolve into mindless horrors. They can enter a frenzy and even learn to summon horrors.

Krog: Ogres transformed by the very thing that should kill them. Their powerful attacks can stun their foes and they are so strong they can dual wield any one handed weapons.

Forbidden Cults adds many new zones for you to explore and die in:

Kroshkkur: An ancient Sher'tul Fortress laying half in ruins that serves as a focal point, and home, for all kinds of creatures seeking lost knowledge.

The Maggot: A huge living corrupted worm about to destroy Kroshkkur! Teleport inside and save your sanctuary of horrors!

The Scourge Pits: On the south of the Iron Throne lays a fool pit of ... -- redacted by corrupt forces --

Forbidden Tomes: Find special artifact books of ancient lore. But, read at your own peril, for the story they tell may very well suck you in... quite literally.
Maybe you will even find The One That Writes...

Occult Egress: A strange, extremely old, contraption of unknown origin. It seems to require some kind of code sequence to activate. Maybe you will find some during your adventures?

The Entropic Void: So you think you are strong? Powerful? Invulnerable? In the end, entropy always wins, as you will learn...

What would an expansion about horrors be without a bunch of new horrors to torment you with? Please give a warm welcome to:

Killed by The Shade at level 8 on the 5th Mirth 122nd year of Ascendancy at 04:33
Killed by minotaur at level 9 on the 7th Mirth 122nd year of Ascendancy at 20:49
Killed by Saluredhenne the minotaur at level 9 on the 8th Mirth 122nd year of Ascendancy at 04:10

1 / 3

Primary Stats

Strength

15 (base 10)

Dexterity

11 (base 10)

Constitution

12 (base 10)

Magic

35 (base 33)

Willpower

29 (base 22)

Cunning

16 (base 11)

Resources

Life

148/148

Mana

284/284

Healing Factor

1.0164835164835

Regeneration

0.25412087912088

Speed

Mental

0%

Attack

0%

Movement

-61.666666666667%

Spell

0%

Global

+100%

Vision

Sight

10

Lite

4

Infravision

4

See Stealth

17.64948239454

See Invisible

17.64948239454

Offense: Mainhand

Damage

14

Accuracy

5

Crit Chance

9%

APR

2

Speed

1.00

Offense: Spell

Spellpower

31

Crit Chance

14%

Speed

1

Offense: Mind

Mindpower

24

Crit Chance

8%

Speed

1

Offense: Damage Bonus

Lightning

+6%

Fire

+6%

Physical

+10%

Acid

+6%

Arcane

+6%

Cold

+16%

Nature

+5%

Offense: Damage Penetration

Cold

+8%

Defense: Base

Armour (hardiness)

6 (30%)

Defense

18

Ranged Defense

18

Fatigue

2

Physical Save

9

Spell Save

21

Mental Save

15

Defense: Resistances

Lightning

+ 7%( 70%)

Light

+ 3%( 70%)

Temporal

+ 5%( 70%)

Nature

+ 10%( 70%)

Darkness

+ 3%( 70%)

Cold

+ 15%( 70%)

All

0%( 70%)

Defense: Immunities

Instadeath Resistance

100%

Stun Resistance

10%

Poison Resistance

20%

Blind Resistance

5%

Inscriptions (3/3)

Runes

Effective talent level: 1.0Use mode: ActivatedRange: melee/personalCooldown: 7Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Activate the rune to teleport randomly in a range of 10.
Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%.

Effective talent level: 0.0Use mode: ActivatedMana cost: 36.4Range: 10Cooldown: 12Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Creates a vortex of arcane energies on the target for 6 turns. Each turn the vortex will look for another foe in sight and fire a manathrust doing 2.86 arcane damage to all foes in line.
If no foes are found, the target will take 50% more arcane damage.
If the target dies, the vortex explodes, releasing all remaining damage in a radius 2 ball of arcane force.
The damage will increase with your Spellpower.

Arcane Vortex

0/5

Effective talent level: 0.0Use mode: SustainedSustain mana cost: 10Range: melee/personalCooldown: 30Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Surround yourself with arcane forces, disrupting any attempts to harm you and instead generating mana.
Generates 2.92 mana per damage point taken (Aegis Shielding talent affects the ratio).
If your mana is brought too high by the shield, it will de-activate and the chain reaction will release a deadly arcane storm around you with radius 3 for 10 turns, dealing 10% of the damage absorbed over the sustain's duration each turn, up to a maximum of 568 total damage.
While the arcane storm rages, you also get 52% arcane resistance.
Only usable when below 25% mana.
The damage to mana ratio increases with your Spellpower.

Disruption Shield

0/5

Spell / Phantasm

1.30

Effective talent level: 5.2Use mode: ActivatedMana cost: 5.2Range: melee/personalCooldown: 14Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Creates a globe of pure light within a radius of 10 that illuminates the area.
At level 3, it also blinds all who see it (except the caster) for 4 turns.
At level 4, it also deals 100.84 light damage.

Effective talent level: 0.0Use mode: SustainedSustain mana cost: 20Range: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: The caster is surrounded by a phantasmal shield. If hit in melee, the shield will deal 5 light damage to the attacker.
The damage will increase with your Spellpower.

Phantasmal Shield

0/5

Effective talent level: 0.0Use mode: SustainedSustain mana cost: 150Range: melee/personalCooldown: 30Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: The caster fades from sight, granting 2 bonus to invisibility.
Beware -- you should take off your light, or you will still be easily spotted.
As you become invisible, you fade out of phase with reality. All your damage is reduced by 70%.
This powerful spell constantly drains your mana (2 per turn) while active.
The invisibility bonus will increase with your Spellpower.

Invisibility

0/5

Spell / Earth

1.30

Effective talent level: 0.0Use mode: ActivatedMana cost: 15.6Range: melee/personalCooldown: 6Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Fire a powerful beam of stone-shaterring force, digging out any walls in its path up to 1.
The beam also affect any creatures in its path, dealing 17.31 physical damage to all.
The damage will increase with your Spellpower.

Pulverizing Auger

0/5

Effective talent level: 0.0Use mode: SustainedSustain mana cost: 30Range: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: The caster's skin grows as hard as stone, granting a 1 bonus to Armour.
Each time you are hit in melee, you have a 300% chance to reduce the cooldown of an Earth or Stone spell by 2 (this effect can only happen once per turn).
The bonus to Armour will increase with your Spellpower.

Effective talent level: 0.0Use mode: ActivatedMana cost: 12.5Range: 10Cooldown: 3Travel Speed: 2000% of baseUsage Speed: Spell (100% of a turn)Is: a spellDescription: Conjures up a bolt of fire, setting the target ablaze and doing 15.35 fire damage over 3 turns.
At level 5, it will create a beam of flames.
The damage will increase with your Spellpower.

Flame

0/5

Effective talent level: 0.0Use mode: ActivatedMana cost: 31.2Range: melee/personalCooldown: 18Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Conjures up a cone of flame with radius 1. Any targets caught in the area will suffer Burning Shock, stunning them and dealing 10.86 fire damage over 1 turns.
The damage will increase with your Spellpower.

Flameshock

0/5

Effective talent level: 0.0Use mode: ActivatedMana cost: 41.6Range: 7Cooldown: 8Travel Speed: 400% of baseUsage Speed: Spell (100% of a turn)Is: a spellDescription: Conjures up a bolt of fire that moves toward the target and explodes into a flash of fire, doing 15.24 fire damage in a radius of 0.
The damage will increase with your Spellpower.

Effective talent level: 0.0Use mode: ActivatedMana cost: 12.5Range: 8Cooldown: 8Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Glacial fumes rise from the ground, doing 2.00 cold damage in a radius of 3 each turn for 0 turns.
Creatures that are wet will take 30% more damage and have 15% chance to get frozen.
The damage will increase with your Spellpower.

Glacial Vapour

0/5

Effective talent level: 0.0Use mode: ActivatedMana cost: 14.6Range: 10Cooldown: 6Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Condenses ambient water on a target, freezing it for 0 turns and damaging it for 8.71.
If this is used on a friendly target the cooldown is halved.
The damage will increase with your Spellpower.

Freeze

0/5

Effective talent level: 0.0Use mode: ActivatedMana cost: 26Range: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 1.88 cold damage and 1.79 physical damage to all inside, as well as knocking back targets each turn.
The tidal wave lasts for 3 turns.
All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells.
The damage and duration will increase with your Spellpower.

Tidal Wave

0/5

Effective talent level: 0.0Use mode: ActivatedMana cost: 26Range: 10Cooldown: 20Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: You absorb latent cold around you, turning into an ice elemental - a shivgoroth - for 4 turns.
While transformed, you do not need to breathe, gain access to the Ice Storm talent at level 0, gain 16% resistance to cuts and stuns, gain 8% cold resistance, and all cold damage heals you for 66% of the damage done.
The power will increase with your Spellpower.

Effective talent level: 2.6Use mode: ActivatedMana cost: 31.2Range: 10Cooldown: 8Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Invokes a forking beam of lightning doing 29.23 to 87.69 damage and forking to another target.
It can hit up to 6 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster.
The damage will increase with your Spellpower.

Chain Lightning

2/5

Effective talent level: 1.3Use mode: SustainedSustain mana cost: 10Range: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: A gentle wind circles around the caster, increasing carrying capacity by 25, defense against projectiles by 6, pin immunity by 19% and stun immunity by 10%.
At level 4 it also makes you levitate slightly above the ground, allowing you to ignore some traps.
At level 5 it also grants 7% movement speed and removes 3 fatigue.

Feather Wind

1/5

Effective talent level: 0.0Use mode: SustainedSustain mana cost: 30Range: 6Cooldown: 15Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Conjures a furious, raging lightning storm with a radius of 6 that follows you as long as this spell is active.
Each turn, a random lightning bolt will hit up to 0 of your foes for 1 to 3.57 damage in a radius of 1.
This powerful spell will drain 0.00 mana with each hit.
The damage will increase with your Spellpower.

Effective talent level: 0.0Use mode: SustainedSustain mana cost: 40Range: melee/personalCooldown: 14Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Surround yourself with strengthening arcane forces.
Every damage shield, time shield, displacement shield, and disruption shield affecting you has its power increased by 22%.
At level 5, it also increases the duration of all shields by 1 turn.
The shield value will increase with your Spellpower.

Shielding

0/5

Effective talent level: 0.0Use mode: SustainedSustain mana cost: 50Range: melee/personalCooldown: 30Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Surround yourself with protective arcane forces.
Each time you receive a direct heal (not a life regeneration effect), you automatically gain a damage shield equal to 23% of the heal value for 3 turns.
This will replace an existing damage shield if the new shield value and duration would be greater than or equal to the old.
The shield value will increase with your Spellpower.

Effective talent level: 1.3Use mode: ActivatedMana cost: 15.6Range: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Summons an ethereal magical eye at the designated location that lasts for 13 turns.
The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 5 range around it.
It does not require light to do so, but it cannot see through walls.
Casting the eye does not take a turn.
Only one arcane eye can exist at any given time.
At level 4, if cast on a creature it will follow it until it expires, or until the creature dies.
At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects.

Arcane Eye

1/5

Effective talent level: 3.9Use mode: SustainedSustain mana cost: 40Range: melee/personalCooldown: 30Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: You focus your senses, getting information from moments in the future.
Improves your capacity to see invisible foes by +14, to see through stealth by +6, and to perform a critical spell cast by +4%.
The effects will improve with your Spellpower.

Effective talent level: 0.0Use mode: SustainedSustain mana cost: 120Range: melee/personalCooldown: 30Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Echoes of the future flash before your eyes, allowing you to sense some incoming attacks.
If the attack is not physical, you will erect a temporary shield that reduces all damage of this type by 11% for 5 turns.
This effect can only happen once every 5 turns, and happens before damage is taken.
The bonus will increase with your Spellpower.

Premonition

0/5

Spell / Conveyance

1.30

Effective talent level: 1.3Use mode: ActivatedMana cost: 10.4Range: melee/personalCooldown: 8Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Teleports you randomly within a small range of up to 8 grids.
At level 4, it allows you to specify which creature to teleport.
At level 5, it allows you to choose the target area (radius 5).
If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly.
The range will increase with your Spellpower.

Phase Door

1/5

Effective talent level: 1.3Use mode: ActivatedMana cost: 20.8Range: melee/personalCooldown: 30Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Teleports you randomly within a large range (131).
At level 4, it allows you to specify which creature to teleport.
At level 5, it allows you to choose the target area (radius 19).
Random teleports have a minimum range of 15.
The range will increase with your Spellpower.

Teleport

1/5

Effective talent level: 0.0Use mode: ActivatedMana cost: 41.6Range: 8Cooldown: 35Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: This intricate spell erects a space distortion around the caster that is linked to another distortion, placed around a target.
Any time the caster should take damage, there is a 40% chance that it will instead be warped by the shield and hit the designated target.
Once the maximum damage (69) is absorbed, the time runs out (10 turns), or the target dies, the shield will crumble.
The max damage the shield can absorb will increase with your Spellpower.

Displacement Shield

0/5

Effective talent level: 0.0Use mode: SustainedSustain mana cost: 200Range: melee/personalCooldown: 40Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: When you hit a solid surface, this spell tears down the laws of probability to make you instantly appear on the other side.
Teleports up to 4 grids.
After a successful probability travel you are left unstable, unable to do it again for a number of turns equal to 450% of the number of tiles you blinked through.
The range will improve with your Spellpower.

Probability Travel

0/5

Race / Shalore

1.00

Effective talent level: 1.0Use mode: ActivatedRange: melee/personalCooldown: 46Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Call upon the grace of the Eternals to increase your general speed by 23% for 5 turns.
The speed bonus will increase with your Dexterity or Magic (whichever is higher).

Grace of the Eternals

1/5

Effective talent level: 2.0Use mode: PassiveDescription: Reality bends slightly in the presence of a Shaloren, due to their inherent magical nature.
Increases critical chance by 5% and critical strike power by 9%.

Magic of the Eternals

2/5

Effective talent level: 0.0Use mode: SustainedRange: melee/personalCooldown: 61Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: As the only immortal race of Eyal, Shaloren have learnt, over the long years, to use their innate inner magic to protect themselves.
12% chance to become invisible (power 15) for 5 turns, when hit by a blow doing at least 10% of their total life.

Secrets of the Eternals

0/5

Effective talent level: 0.0Use mode: ActivatedRange: melee/personalFixed Cooldown: 50Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: The world grows old as you stand through the ages. To you, time is different.
Reduces the time remaining on detrimental effects by 2, most cooling down talents by 1, and increases the time remaining on beneficial effects by 1 (up to 2 times the current duration).

Timeless

0/5

Effects

detrimental effect

There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased.

Zero Gravity

Quests

You met a novice mage who was tasked to collect an arcane powered artifact.
He asked for your help, should you collect some that you do not need.* Collect an artifact arcane powered item.

An apprentice task

done

You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies.

There are also rumours of a renegade Shaloren camp to the west.

* You must explore the scintillating caves.* You must explore the renegade Shaloren camp.

Echoes of the Spellblaze

active

You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul.
As a reward you improved talent Heightened Senses (+1 level(s)).

Escort: repented thief (level 1 of Ruins of Kor'Pul)

done

You failed to protect the repented thief from death by Myridan Nathaniel.

Escort: repented thief (level 3 of Trollmire)

failed

You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.
It looks extremely dangerous, however - beware.
You have slain Bill. His treasure is yours for the taking.

Hidden treasure

done

The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars.

It has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path.

You have entered it and must now stabilize three wormholes by firing any spell at them.

Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet.

* You have explored the expanse and closed all three wormholes.

Spellblaze Fallouts

done

You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena

It can be used to reveal the area around you, dispelling darkness (radius 8, power 53 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 4 turns.

Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.

A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.

Xythra the Shadowviper (1 def, 0 armour)

Light source

Void Star
Powered by arcane forces1.00 Encumbrance.

[Unique]
Type: lite / lite ; tier 2

When wielded/worn:
Changes damage: +6% acid / +6% fire / +6% cold / +6% arcane / +6% lightning
Spell crit. chance: +5%
Light radius: +2It can be used to activate talent Echoes From The Void (costing 70 power out of 70/70) :Effective talent level: 2.0Power cost: 70 out of 70/70.Range: 10Travel Speed: instantaneousDescription: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 23.36 mind damage as well as resource damage (based off the mind damage and nature of the resource).

It looks like a very tiny star -- deep black -- and yet it somehow shines.

Void Star

Inventory

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 13Travel Speed: instantaneousUsage Speed: Standard (100% of a turn)Is: a nature giftDescription: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 14).
The light is so powerful it will also banish magical darkness
It will also blind any creatures caught inside (power 27) for 5 turns.
Its effects scale with your Constitution stat.It can be used to inscribe your skin with the infusion.

Natural infusions may be grafted onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 9Travel Speed: instantaneousUsage Speed: Standard (100% of a turn)Is: a nature giftDescription: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 14).
The light is so powerful it will also banish magical darkness
It will also blind any creatures caught inside (power 27) for 3 turns.
Its effects scale with your Constitution stat.It can be used to inscribe your skin with the infusion.

Natural infusions may be grafted onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 11Travel Speed: instantaneousUsage Speed: Standard (100% of a turn)Is: a nature giftDescription: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 20).
The light is so powerful it will also banish magical darkness
It will also blind any creatures caught inside (power 40) for 4 turns.
Its effects scale with your Magic stat.It can be used to inscribe your skin with the infusion.

Natural infusions may be grafted onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 16Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature giftDescription: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 18% for 4 turns.

Also removes cross-tier effects of the affected types for free.It can be used to inscribe your skin with the infusion.

Natural infusions may be grafted onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: 8Cooldown: 18Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Activate the rune to fire a beam of heat, doing 42.40 fire damage over 5 turns
The intensity of the heat will also remove one random detrimental physical effect from you.It can be used to inscribe your skin with the rune.

Magical runes may be inscribed onto your body, granting you an on-demand ability.

A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle.

brass lantern

Summertide Phial
Infused by nature1.00 Encumbrance.

[Unique]
Type: lite / lite

When wielded/worn:
Changes resistances: +30% light
Changes damage: +10% light
Light radius: +4
Healing mod.: +10%It can be used to call light (83 power, based on Willpower), costing 10 power out of 15/15.

A small crystal phial that captured Sunlight during the Summertide.

Summertide Phial

Scrying Orb
Powered by unknown forces1.00 Encumbrance.

[Plot Item]
Type: orb / orb

When carried:

This orb will automatically identify items you find.

Scrying Orb

Transmogrification Chest
Powered by unknown forces2.00 Encumbrance.

[Plot Item]
Type: chest / sher'tul

When carried:It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000.

This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy.
The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you.

When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level.
Simply go to your inventory to move them out of the chest if you wish to keep them.
Items in the chest will not encumber you.

Transmogrification Chest

Rod of Recall (1/1)
Powered by unknown forces2.00 Encumbrance.

[Plot Item]
Type: charm / rod

It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400.

This rod is made entirely of voratun, infused with raw magical energies that can bend space itself.
You have heard of such items before. They are very useful to adventurers, allowing faster travel.

Rod of Recall (1/1)

Achievements

OrbituaryStabilized the Abashed Expanse to maintain it in orbit.
By Myridan Nathaniel the Shalore Archmage level 274th Pyre 122nd year of Ascendancy at 21:06see stats

The ArenaUnlocked Arena mode.
By Myridan Nathaniel the Shalore Archmage level 95th Mirth 122nd year of Ascendancy at 19:45see stats